| Post/Author/DateTime | Post |
|---|---|
| DaddyDik01-24-06, 08:19 PM | Im organizing a tournament with the rules written below. Im allowing a character with up to 3 classes or prc. I have an idea of what characters i would want but maybe some good suggestions can be made. Whats the fastest way for 9th lvl WIZ spells? I know for cleric the UR priest gets it quick... Books: ALL "COMPLETE" SERIES PHB DMG ALL "RACES OF" SERIES RULES BELOW: Combat Format: 1. 3.5 Rules only. 2. Each team will be comprised of up to THREE champions. 3. Each team is allowed one alternate who may be substituted between rounds. 4. Each match is a best of 3 rounds. 5. There will be two rounds of preparation prior to combat where defensive spells may be cast and up to one creature may be summoned. These must be written on a paper and held secret until effect takes place if any. The alternate may cast spells on his team during the preparation round if able to. 6. Potions are limited to 2 potion of Cure Critical Wounds per combatant per round. May be transferred. 7. All deaths, effects and the like are negated between rounds. 8. Area of effect spells are considered as INDOORS. 9. Players must describe their characters appearance if asked by another. 10.The five teams will each select ONE champion who will compete in the initial free for all. The winner will permit his team to get a 1st round bye. The four remaining teams will randomly be paired together. The overall winning team will face the Arena’s champions. 11.A team is considered to have won when all members of the opposition are dead or incapacitated and unable to act. 12.In the event of a tie, each team selects a champion and they will face to decide winner of round. Champion Requirements: 1. Races Elligible: Human, Elf(any), Half Elf, Half Orc, Gnome(any), Dwarf(any), Half Ogre, Halfling(any). 2. Character Stats: All stats are at 13. You may add 20 points as you see fit to stats. Level increase of stats is on top of this. Racial increase is on top of this. 3. Character Max Level: 13 4. Character Classes: ALL permitted. (NO psionics) 5. Multiclassing permitted with max of 3 classes per character. 6. Prestige Classes permitted. 7. One “mount” per team. (All basic animals, Dire Bear, Dire Lion, Unicorn, Nightmare, or other with a maximum of CR 7). (Note: You can NOT mount a creature that is not intended to be… ie: zombie) Equipment: 1. Only items from the DMG, or any COMPLETE(arcane, divine,…) book may be used. 2. No Artifacts or items of similar power. 3. One +5 offensive, one +5 defensive per character only. Other items +3 or less. 4. Each champion may use an item in the following slots if able to according to rules: Armor suit, shield, helmet(skullcap for wiz), bracers, 1 ring per hand, cloak. 5. Warrior types are limited to 2 melee and one range weapon. (Thrown weapons ie: 10 Daggers OK) 6. One miscellaneous item (ie, bag of holding, rope of climbing…). |
| AramilWindwalker01-24-06, 08:57 PM | 4 13th level druids does the rules allow for animal companions too?if so that team is by far optimal. one with wildshape feats and is the tank, uses buff rounds on bull's str, cat's grace etc one summoner spends his rounds summoning creatures, buffing rounds summmon a creature, use barkskin or tortoise shell on tank one healer/caster who buffs tank with animal growth and greater magic weapon, fights with flame strikes and heals as necessary. backup is a mobile druid who's major forms of attack are based to cripple mages/archers (ie sunder grapple trip with wildshape forms) the 4 companions if allowed... 4 dire bears who also go for the mages and archers if possible and run interference for melee, but I believe using them to cripple clerics would be optimal, take out the healing, the party will fall. I may flesh this out more if you ask me too, but this is a rough sketch. |
| DaddyDik01-24-06, 09:04 PM | that seams really strong. i was thinking CLR/Ur priest 10(9th spells) fighter/cavalier10 Wizard 13 barbarian/ Frenzied Berserker 10 that seem ok?? |
| neilthrun01-24-06, 10:15 PM | Yikes! Why limit fighters to 2 melee weapons? Let them golfbag if they want, they'll need it to be on par with lvl 13 casters. |
| EtherealFocus01-24-06, 11:53 PM | 1 wizard with hat of disguise - make him look like a really stupid (ie low will save) frenzied berserker with a spiked chain... opponents stay the hell away from him until after he hits the opposing arcanist with a finger of death and fires a quickened hold person at the opposing meleer 1 undisguised power attack/banzai charge/whatever feat that lets you power attack to AC frenzied berserker with a level of sorcerer who casts owl's wisdom on himself the first round (because they'll do spellcraft and figure he's a disguised wizard). Then any surviving non-held meleer rushes him and gets pounded. 1 wildshaping druid with a ring of invisibility who turns into either a high str beater (dire ape or dire bear or somesuch) or a flying menace like dire bat or dire eagle or arrowhawk. You just know one of the enemy will think it's cool to go invis and fly... this will allow you to fly up and waste them... make sure you have the mage slayer feat for no defensive casting on this one. 1 alternate cleric buffer, of course... spells of note are mass invisibility, haste and enlarge on the FB alternatively, max out the initiative on a party of 4 clerics. Each of the clerics buffs themselves with mirror image, and each one picks a different one from the following: stoneskin, haste (for a more melee-capable cleric), displacement, etc. Then alt cleric buffs mass invis and mass see invis. Anyone in the opposing party without true sight won't have time to beg for mercy because all four of your initiative-optimized clerics cast Harm and quickened fireball or ray of enfeeblement or curse (depending on which save you think is lowest). Harm is great because the enemy can only save for half damage... and anyone left is either a monk, a tank, or a diviner. It'll wipe wizards off the map with their low HP and crappy Fort saves. Anyone left will have either bad will or bad ref or they're a monk with relatively low hp and damage potential. Either way, you win. |
| PhoenixInferno01-25-06, 01:24 AM | 3 Druids and 1 Warlock - One Druid to heal, two Druids to tank, and the Warlock can provide neccessary Arcane functions - endlessly. One of the tanks will neccessarily be a Master of Many Forms. Probably both. |
| deathwishjoe01-25-06, 02:01 AM | how bigs is the fighting arena and how is everyones starting positions determined. and what exactly do you mean by all area effects count as indoors? |
| DaddyDik01-25-06, 11:34 AM | how bigs is the fighting arena and how is everyones starting positions determined. and what exactly do you mean by all area effects count as indoors? Arena is set at 100x50' there are 4 starting positions on each side of it. If you guys have any suggestions for the "Tournament" please post its appreciated. We are all still in character building phase. Ill keep this thread updated. |
| carnivore01-25-06, 11:56 AM | 3 Druids and 1 Warlock - One Druid to heal, two Druids to tank, and the Warlock can provide neccessary Arcane functions - endlessly. One of the tanks will neccessarily be a Master of Many Forms. Probably both. i like this combo...very nice this is very strong........the Warlock can endlessly dispel the buffs of the other combatants :D |
| Lokiyn01-25-06, 12:00 PM | ALL "COMPLETE" SERIES PHB DMG ALL "RACES OF" SERIES 4. Character Classes: ALL permitted. (NO psionics) As compared to the casting system with less blatent cheese (master transmogrifist and what not) Color me Curious why? (http://boards.wizards.com/showthread.php?t=416446) Anyway, What are the rules on "purchasable" Trained Beasts? There are several animals and magical beasts that can be bought and trained to serve non mount purposes. Also what are the rules on Constructed Creatures. For example at level 13 it would be possible to make a golem or two to serve as shields for a team of wizards. Also Starting off what (if any) Templates are allowed. |
| Vaelan01-25-06, 03:38 PM | that seams really strong. i was thinking CLR/Ur priest 10(9th spells) fighter/cavalier10 Wizard 13 barbarian/ Frenzied Berserker 10 that seem ok?? No. You cannot qualify for any of those Prestige Classes by level 3. Here is how you win. Four people capable of casting area effect spells and optimized initiative. Add in contingent defense and you'll beat anyone who is stupid enough to use non-spellcasters. For your reference... http://boards1.wizards.com/showpost.php?p=6543312 |
| deathwishjoe01-26-06, 06:14 PM | its too bad there havnt been any replies from the OP. I had some interesting builds worked out. and lokiyn had some good questions that would have made one of my builds perfect. |
| DaddyDik01-26-06, 10:26 PM | As compared to the casting system with less blatent cheese (master transmogrifist and what not) Color me Curious why? (http://boards.wizards.com/showthread.php?t=416446) What are the rules on "purchasable" Trained Beasts? There are several animals and magical beasts that can be bought and trained to serve non mount purposes. Also what are the rules on Constructed Creatures. For example at level 13 it would be possible to make a golem or two to serve as shields for a team of wizards. Also Starting off what (if any) Templates are allowed. We wanted to limit the number of "extras" on the field so its one mount and one summoned creature per team. If you want a construct thats ok. One guy said hes using purely PHB base classes....ie: no prestige classes. Im betting money hell be smoked quick and hard! WHat your idea Deathwishjoe? Please no "munchkining" |
| PhoenixInferno01-26-06, 10:40 PM | i like this combo...very nice this is very strong........the Warlock can endlessly dispel the buffs of the other combatants :D Yes, I was inspired by the 10th level character tournament not that long ago - the one where my Champion of Gwynharwyf got annihilated by undead. Someone went Warlock with Fell Flight and they just hid the whole way through. |
| Lokiyn01-26-06, 10:47 PM | :D Oh good lord.... I just found my notes on an old trick. Can we use constructs from all the main 3.5 printed book material? There are such a limited number of constructs that a well built construct squad (one per person) would be hard to produce.... I've got this whole robot wars concept rattling about in my head (mainly i need access to eberronean homunculi, and the enviromental books to produce an serious construct in the form of an iron defender. I don't need classes or prc's just access to spells and magic items to build the construct and buff them |
| DaddyDik01-27-06, 12:37 AM | thats a negative on the 4 constructs. only 1. |
| Lokiyn01-27-06, 01:12 AM | hmm but can we draw on all official 3.5 Hardcover constructs? |
| deathwishjoe01-27-06, 03:28 AM | Please no "munchkining" wait. whats that supposed to mean? what do we consider to be "munchkinism"? is template stacking with effigies considered munchkinism? *evil laugh* *sighs* I guess if I wouldnt allow it as a DM it would be munchkinism. Equipment: 1. Only items from the DMG, or any COMPLETE(arcane, divine,…) book may be used. 2. No Artifacts or items of similar power. 3. One +5 offensive, one +5 defensive per character only. Other items +3 or less. 4. Each champion may use an item in the following slots if able to according to rules: Armor suit, shield, helmet(skullcap for wiz), bracers, 1 ring per hand, cloak. 5. Warrior types are limited to 2 melee and one range weapon. (Thrown weapons ie: 10 Daggers OK) 6. One miscellaneous item (ie, bag of holding, rope of climbing…). what about rods wands and staves? and are we limited on the cost of the items like say the ammount suggested in the DMG for 13th level characters. As for my character builds I'm working on variations of the killer gnome concept (not sure if its worth it at this level) , the word, and an enchanter build. still working on a fourth but we'll see what I can do. |
| DaddyDik01-27-06, 08:39 AM | All items from DMG, no limit. NO artifacts. FOr constructs only spells/buffs from CW CA CD CAdv, DMG, PHB and the Races series. Munchkinism to me is: xxx 1/ xxx1/xxx 1/xxx 2/xxx 1/xxx 7 There is a maxumum of xxx ?/xxx ?/xxx ? Thanx for the intrest. |
| deathwishjoe01-28-06, 02:24 AM | barbarian 4/hexblade 3/fb 6 this character should have very good saves be a hard hitter and completely unkillable while raging. Im thinking about possible putting a fish bowl on his head and trapping his sword or boots with a resetting heal spell trap. that way when the fight is over the fish bowl will drown him taking him to -1 HP and then the heal spell traps will bring him back to normal HPs. wu jen 7/mindbender 1/fatespinner 5 improved initiative danger sense metamagic chain spell rod this character focuses on gaining initiative and then chaining a dominate person spell. the whole opponents side will have to make some pretty nasty save DCs and you can force someone to take a -10 and another to reroll a success. afterwards force them to fight each other. we could also have divine power (from arcane disciple) and polymorph on me and my familiar to make us decent gishes. gnome wizard illusionist 5/shadowcraft mage 5/archmage 3 this is by far one of the strongest builds. not because its a tricky shadow illusionist gnome as Im doubtful I can get much out of the build at this level. where it really comes in strong is from the effigy it has to protect it. we make an effigy of a paragon ^ 100 gibbering mouther. we have the mouther swallow me whole and then use magic jar to to possess my effigy. I now am faster then anyone else and have the highest STR and DEX. HPs are VERY solid and I'm pretty sure I get a bunch of combat oriented feats as well. we then use the archmage levels to cast antimagic field with a hole in it just for me. with no one capable of casting MDJ I cant be beat. I havnt worked out what levels to take on this next build but cleric 20 works. it needs full caster progression for 7th level spells and uses widen spell with divine metamagic to widen blasphemy and holy word. we boost our caster level to the point where we autokill with consumptive field and I believe they're called karma beads. for defensive capabilities we have a nightmare cohort that uses etherealness and astral projection to make a copy of my body for the tournament so I cant be hurt. everytime I die we just have the nightmare cohort use astral projection on me again. |
| X-Codes01-28-06, 02:35 AM | 4 uberchargers with boots of flying |